My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Bad
Versatility
Great!
F2P score
Great!

2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

Warning No way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No medium or high-damage spell.

It is good to have one medium or high-damage spell in your deck. You can use it to finish opponent's tower or against units clumped together. Consider adding one of these:

Let's fix it!

Let's fix it!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Musketeer Electro Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Bomb Tower

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Skeletons Knight Royal Giant Musketeer Electro Wizard

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Royal Giant

Damage spells

Spells in your deck. Having at least one or two is recommended.

Arrows

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Royal Giant

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Missing

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Knight Barbarians Royal Giant

King Tower activation – careful!

Cards that can activate your opponent's king tower when pulled with tornado, placed incorrectly or just countered in a specific way.

Electro Wizard

Swarms & Bait

Bait cards

If you have multiple cards that are countered by the same spell, you can play one card to bait the spell, then you can safely play the other card(s).

Tornado
Skeletons Royal Giant
Giant Snowball
Skeletons Barbarians Musketeer
Zap
Skeletons Royal Giant
Barbarian Barrel
Skeletons Knight Barbarians Musketeer Bomb Tower Electro Wizard
The Log
Skeletons Barbarians Royal Giant Musketeer
Earthquake
Skeletons Barbarians Bomb Tower
Arrows
Skeletons
Royal Delivery
Skeletons Knight Barbarians Musketeer Electro Wizard
Fireball
Barbarians Musketeer Bomb Tower Electro Wizard
Poison
Barbarians Musketeer Bomb Tower Electro Wizard
Lightning
Knight Musketeer Bomb Tower Electro Wizard
Rocket
Barbarians Musketeer Bomb Tower

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Bomb Tower

Ladder info

Level-independent

Cards that are good even on lower level. Their key stats are not influenced by the level too much and no key interactions are level-dependent.

Arrows Knight

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Royal Giant

Weak when underleveled

Cards that are particularly weak if you have them on lower level. Their key interactions with some cards are changed when they are level or two below the other card.

Barbarians Musketeer Electro Wizard

Free-to-play score

For a quick orientation about how easy it is to level up the deck for free-to-play players. The more epics and legendaries it contains, the lower the score.

Great!

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Skeletons Arrows Knight Musketeer Bomb Tower Electro Wizard Barbarians Royal Giant

Shortest cycle

Cheapest 4 cards in the deck to see the cycle potential.

11 Skeletons Arrows Knight Musketeer

Attack Synergies 2 4

Synergy means that these cards work well when played together. They complement each other to make the attacks or defenses more effective. Dimmed cards mean the synergy is not so effective.

Skeletons
Arrows
Royal Giant Knight
Knight
Musketeer Arrows Electro Wizard
Barbarians
Royal Giant
Arrows Musketeer Electro Wizard
Musketeer
Knight Royal Giant
Bomb Tower
Electro Wizard
Knight Royal Giant

Defense Synergies 4 9

Skeletons
Musketeer Knight Bomb Tower Electro Wizard
Arrows
Knight Barbarians Bomb Tower
Knight
Musketeer Bomb Tower Electro Wizard Skeletons Arrows
Barbarians
Arrows
Royal Giant
Musketeer
Skeletons Knight Bomb Tower Electro Wizard
Bomb Tower
Knight Skeletons Arrows Musketeer Electro Wizard
Electro Wizard
Knight Skeletons Musketeer Bomb Tower

Counters

Dimmed cards mean that the counters are only partially effective.

Counters to win conditions

Cards that can defend the main threats your opponent can play.

Knight Musketeer Electro Wizard
Barbarians Bomb Tower Skeletons Knight Musketeer Electro Wizard
Barbarians Bomb Tower Skeletons Knight Musketeer Electro Wizard
Barbarians Bomb Tower Skeletons Knight Musketeer Electro Wizard
Arrows Barbarians Bomb Tower
Arrows Skeletons Musketeer Bomb Tower Electro Wizard
Musketeer Electro Wizard Arrows Bomb Tower
Arrows Barbarians Musketeer Bomb Tower Electro Wizard
Barbarians Skeletons Musketeer Bomb Tower
Knight Skeletons Barbarians Musketeer Electro Wizard
Barbarians Electro Wizard Skeletons Arrows Knight Musketeer Bomb Tower
Arrows Musketeer Electro Wizard
Barbarians Bomb Tower Skeletons Knight Musketeer Electro Wizard
Bomb Tower Arrows Barbarians Electro Wizard
Barbarians Knight Bomb Tower Electro Wizard
Barbarians Bomb Tower Electro Wizard
Barbarians Bomb Tower Skeletons Arrows Knight Musketeer Electro Wizard
Arrows Bomb Tower Knight Barbarians Musketeer Electro Wizard
Arrows Bomb Tower Knight Barbarians Musketeer Electro Wizard
Barbarians Musketeer Bomb Tower Electro Wizard
Arrows Knight Barbarians Musketeer Bomb Tower Electro Wizard

Counters to secondary win conditions

Despite not considered win conditions, these cards need to be defended as well.

Knight Barbarians Skeletons Electro Wizard
Electro Wizard Arrows Knight Musketeer Bomb Tower
Barbarians Skeletons Knight Musketeer Bomb Tower Electro Wizard
Knight Barbarians Musketeer Electro Wizard
Barbarians Skeletons Knight Musketeer
Arrows Skeletons Musketeer Bomb Tower Electro Wizard
Skeletons Knight Barbarians Musketeer Bomb Tower Electro Wizard
Knight Barbarians Bomb Tower
Electro Wizard Skeletons Knight Barbarians Bomb Tower
Skeletons Barbarians Musketeer
Knight Barbarians Musketeer Bomb Tower
Arrows Barbarians Electro Wizard
Barbarians Skeletons Knight Bomb Tower
Barbarians Musketeer Bomb Tower
Barbarians Electro Wizard Skeletons Knight Musketeer Bomb Tower
Arrows Barbarians Musketeer Bomb Tower Electro Wizard
Arrows Bomb Tower Electro Wizard

Counters to defenses

How well your cards can counter all the possible defending cards of your opponent. (Only counters to dangerous defending units are listed.)

Arrows Knight Musketeer
Arrows Musketeer Electro Wizard
Arrows
Arrows Knight Barbarians Musketeer
Arrows
Arrows Musketeer
Arrows Musketeer
Arrows
Arrows
Musketeer Electro Wizard
Arrows Knight Musketeer Electro Wizard
Arrows Musketeer
Knight Musketeer
Arrows Musketeer
Arrows Musketeer
Arrows Musketeer
Arrows Musketeer
Arrows
Arrows Musketeer Electro Wizard
Arrows
Musketeer
Arrows
Musketeer
Arrows Barbarians Musketeer
Arrows
Arrows Musketeer Electro Wizard
Arrows Musketeer
Arrows Musketeer
Arrows Musketeer Electro Wizard
Electro Wizard Musketeer
Arrows Musketeer
Arrows Electro Wizard
Arrows
Electro Wizard Barbarians Musketeer
Arrows Musketeer Electro Wizard
Arrows
Knight Musketeer Electro Wizard
Arrows Musketeer
Arrows
Musketeer
Musketeer Electro Wizard
Musketeer Electro Wizard
Musketeer Electro Wizard

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